int menu(SDL_Surface *screen)
{
    int done = 1;
    SDL_Event event;
    SDL_Surface *image, *image1,*image2,*image3,*image4,*image5;	//This pointer will reference our bitmap sprite
    Uint8 *keystate;
    SDL_Rect src, dest;//These rectangles will describe the source and 	destination regions of our blit
    int x, y, z, t, s=0;

  image = SDL_LoadBMP("img/image.bmp");
    if (image == NULL)
    {
        printf("Unable to load bitmap: %s\n", SDL_GetError());
        return 1;
    }
    //Load the bitmap into a temporary surface, and check for success
    image1 = SDL_LoadBMP("img/image1.bmp");
    if (image1 == NULL)
    {
        printf("Unable to load bitmap: %s\n", SDL_GetError());
        return 1;
    }

    image2 = SDL_LoadBMP("img/image2.bmp");
    if (image2 == NULL)
    {
        printf("Unable to load bitmap: %s\n", SDL_GetError());
        return 1;
    }

    image3 = SDL_LoadBMP("img/image3.bmp");
    if (image3 == NULL)
    {
        printf("Unable to load bitmap: %s\n", SDL_GetError());
        return 1;
    }
    image4 = SDL_LoadBMP("img/image4.bmp");
    if (image4 == NULL)
    {
        printf("Unable to load bitmap: %s\n", SDL_GetError());
        return 1;
    }
    image5 = SDL_LoadBMP("img/image5.bmp");
    if (image5 == NULL)
    {
        printf("Unable to load bitmap: %s\n", SDL_GetError());
        return 1;
    }


    while(done)
    {

        while (SDL_PollEvent(&event))
        {
            // check for messages
            switch (event.type)
            {
                // exit if the window is closed
            case SDL_QUIT:
                done = 0;
                break;
                // check for keypresses
            case SDL_KEYDOWN:
            {
                // exit if ESCAPE is pressed
                switch(event.key.keysym.sym)
                    {
                    case SDLK_ESCAPE:
                        done = 0;
                        break;
                    }
                    case SDL_MOUSEMOTION:
                        x=event.button.x;
                        y=event.button.y;
                        break;

                        case SDL_MOUSEBUTTONDOWN:
                        z=event.button.x;
                        t=event.button.y;
                        break;
            }

            }

            } // end switch

           SDL_BlitSurface(image, NULL, screen, NULL);

            if((x>370) && (x<560) && (y<213) && (y>160))
            SDL_BlitSurface(image1, NULL, screen, NULL);

            if((x>370) && (x<617) && (y<305) && (y>267))
                SDL_BlitSurface(image2, NULL, screen, NULL);

            if((x>370) && (x<617) && (y<367) && (y>323))
                SDL_BlitSurface(image3, NULL, screen, NULL);

             if((x>370) && (x<510) && (y<452) && (y>415))
                SDL_BlitSurface(image4, NULL, screen, NULL);

             if((x>370) && (x<521) && (y<510) && (y>470))
               SDL_BlitSurface(image5, NULL, screen, NULL);

           ///////////reponse clique
           if ((z<370) && (z>560) &&(t<213)&& (t>160))
                s=1;

           if ((z<370) && (z>617) &&(t<367)&& (t>323))
                s=2;

           if ((z<370) && (z>510) &&(t<452)&& (t>415))
                s=3;

           if ((z<370) && (z>521) &&(t<510)&& (t>470))
                s=4;

           if ((z<500) && (z>370) &&(t<550)&& (t>510))
                s=5;


            SDL_Flip(screen);

    //Release the surface
    SDL_FreeSurface(image);
    SDL_FreeSurface(image1);
    SDL_FreeSurface(image2);
    SDL_FreeSurface(image3);
    SDL_FreeSurface(image4);
    SDL_FreeSurface(image5);

    //Return success!
    return (S);

}

